The second Kickstarter campaign for Skyjacker is set to conclude in the wee hours of tomorrow morning, and the project is going to need a lot of eleventh hour support to reach its goal, as it is more than $80,000 short of its $200,000 target (thanks nin). This followed a now cancelled campaign launched in May for this space battle flight simulator, and the site includes a playable alpha prototype and extensive explanations of their aim at filling a void in the market for such games. Here's a bit:

There is no fixed path. You bid on the jobs you want, and if you screw up, the game doesn't end. When you succeed, you grow in prestige and power; you'll start to receive exclusive proposals and rewards, customize your ship with high-grade parts that fit your style, and build up a crew of dangerous, hopefully-loyal wingmen. And as you become strong, remember one thing: you're a pirate. With great power comes no responsibility.

The Skyjacker universe is rich in details that unfold around you. There are ten significant alien races, each with unique biological features, social structures, interlocking histories, and star faring technologies - some industrial, some organic, and a few biotech that literally farm their spaceships in deep space.

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I backed this but I'm pretty sure it's not going to meet the limit. Disappointing, as the game had potential. I think there were several factors involved here. For one, the game received little to no exposure on the mainstream gaming sites (Kotaku, IGN, Gamespot and GameTrailers). Secondly, it's not part of an established franchise and doesn't come from established developers. Trying to pitch a game on Kickstarter isn't all that different from pitching a game to a publisher. You're just targeting a different audience. The audience's general aversion to risk or unknown quantities remains the same.